public void SetPose(StickmanPose poseStart, StickmanPose poseEnd, float time) { this._spine3.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.Spine3Angle, poseEnd.Spine3Angle, time)); this._spine2.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.Spine2Angle, poseEnd.Spine2Angle, time)); this._spine1.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.Spine1Angle, poseEnd.Spine1Angle, time)); this._head.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.HeadAngle, poseEnd.HeadAngle, time)); this._upArmL.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.UpArmLAngle, poseEnd.UpArmLAngle, time)); this._upArmR.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.UpArmRAngle, poseEnd.UpArmRAngle, time)); this._downArmL.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.DownArmLAngle, poseEnd.DownArmLAngle, time)); this._downArmR.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.DownArmRAngle, poseEnd.DownArmRAngle, time)); this._upLegL.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.UpLegLAngle, poseEnd.UpLegLAngle, time)); this._upLegR.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.UpLegRAngle, poseEnd.UpLegRAngle, time)); this._downLegL.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.DownLegLAngle, poseEnd.DownLegLAngle, time)); this._downLegR.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.DownLegRAngle, poseEnd.DownLegRAngle, time)); this._spine3.Transform.position = (Vector3)Vector2.Lerp(poseStart.Spine3Position, poseEnd.Spine3Position, time); this._spine2.Transform.position = Vector3.Lerp(poseStart.Spine2Position, poseEnd.Spine2Position, time); this._spine1.Transform.position = Vector3.Lerp(poseStart.Spine1Position, poseEnd.Spine1Position, time); this._head.Transform.position = Vector3.Lerp(poseStart.HeadPosition, poseEnd.HeadPosition, time); this._upArmL.Transform.position = Vector3.Lerp(poseStart.UpArmLPosition, poseEnd.UpArmLPosition, time); this._upArmR.Transform.position = Vector3.Lerp(poseStart.UpArmRPosition, poseEnd.UpArmRPosition, time); this._downArmL.Transform.position = Vector3.Lerp(poseStart.DownArmLPosition, poseEnd.DownArmLPosition, time); this._downArmR.Transform.position = Vector3.Lerp(poseStart.DownArmRPosition, poseEnd.DownArmRPosition, time); this._upLegL.Transform.position = Vector3.Lerp(poseStart.UpLegLPosition, poseEnd.UpLegLPosition, time); this._upLegR.Transform.position = Vector3.Lerp(poseStart.UpLegRPosition, poseEnd.UpLegRPosition, time); this._downLegL.Transform.position = Vector3.Lerp(poseStart.DownLegLPosition, poseEnd.DownLegLPosition, time); this._downLegR.Transform.position = Vector3.Lerp(poseStart.DownLegRPosition, poseEnd.DownLegRPosition, time); this._spine3.Color = UnityEngine.Color.Lerp(poseStart.Spine3Color, poseEnd.Spine3Color, time); this._spine2.Color = UnityEngine.Color.Lerp(poseStart.Spine2Color, poseEnd.Spine2Color, time); this._spine1.Color = UnityEngine.Color.Lerp(poseStart.Spine1Color, poseEnd.Spine1Color, time); this._head.Color = UnityEngine.Color.Lerp(poseStart.HeadColor, poseEnd.HeadColor, time); this._upArmL.Color = UnityEngine.Color.Lerp(poseStart.UpArmLColor, poseEnd.UpArmLColor, time); this._upArmR.Color = UnityEngine.Color.Lerp(poseStart.UpArmRColor, poseEnd.UpArmRColor, time); this._downArmL.Color = UnityEngine.Color.Lerp(poseStart.DownArmLColor, poseEnd.DownArmLColor, time); this._downArmR.Color = UnityEngine.Color.Lerp(poseStart.DownArmRColor, poseEnd.DownArmRColor, time); this._upLegL.Color = UnityEngine.Color.Lerp(poseStart.UpLegLColor, poseEnd.UpLegLColor, time); this._upLegR.Color = UnityEngine.Color.Lerp(poseStart.UpLegRColor, poseEnd.UpLegRColor, time); this._downLegL.Color = UnityEngine.Color.Lerp(poseStart.DownLegLColor, poseEnd.DownLegLColor, time); this._downLegR.Color = UnityEngine.Color.Lerp(poseStart.DownLegRColor, poseEnd.DownLegRColor, time); }
public void SetPose(StickmanPose poseStart, StickmanPose poseEnd, float time) { this._spine.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.Spine1Angle, poseEnd.Spine1Angle, time)); this._head.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.HeadAngle, poseEnd.HeadAngle, time)); this._upArmL.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.UpArmLAngle, poseEnd.UpArmLAngle, time)); this._upArmR.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.UpArmRAngle, poseEnd.UpArmRAngle, time)); this._downArmL.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.DownArmLAngle, poseEnd.DownArmLAngle, time)); this._downArmR.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.DownArmRAngle, poseEnd.DownArmRAngle, time)); this._upLegL.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.UpLegLAngle, poseEnd.UpLegLAngle, time)); this._upLegR.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.UpLegRAngle, poseEnd.UpLegRAngle, time)); this._downLegL.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.DownLegLAngle, poseEnd.DownLegLAngle, time)); this._downLegR.Transform.eulerAngles = new Vector3(0f, 0f, Mathf.LerpAngle(poseStart.DownLegRAngle, poseEnd.DownLegRAngle, time)); this._spine.Transform.position = Vector3.Lerp(poseStart.Spine1Position, poseEnd.Spine1Position, time); this._head.Transform.position = Vector3.Lerp(poseStart.HeadPosition, poseEnd.HeadPosition, time); this._upArmL.Transform.position = Vector3.Lerp(poseStart.UpArmLPosition, poseEnd.UpArmLPosition, time); this._upArmR.Transform.position = Vector3.Lerp(poseStart.UpArmRPosition, poseEnd.UpArmRPosition, time); this._downArmL.Transform.position = Vector3.Lerp(poseStart.DownArmLPosition, poseEnd.DownArmLPosition, time); this._downArmR.Transform.position = Vector3.Lerp(poseStart.DownArmRPosition, poseEnd.DownArmRPosition, time); this._upLegL.Transform.position = Vector3.Lerp(poseStart.UpLegLPosition, poseEnd.UpLegLPosition, time); this._upLegR.Transform.position = Vector3.Lerp(poseStart.UpLegRPosition, poseEnd.UpLegRPosition, time); this._downLegL.Transform.position = Vector3.Lerp(poseStart.DownLegLPosition, poseEnd.DownLegLPosition, time); this._downLegR.Transform.position = Vector3.Lerp(poseStart.DownLegRPosition, poseEnd.DownLegRPosition, time); }
public StickmanKey(float time, StickmanPose pose) { this.Time = time; this.Pose = pose; }